加入阵营系统, 目前子弹敌我判定还有点问题
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be8dd86b29
commit
83089eb80f
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@ -24,7 +24,7 @@ size = Vector2(12, 18)
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_ka171"]
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[node name="Role0001" node_paths=PackedStringArray("HurtArea", "HurtCollision", "InteractiveArea", "InteractiveCollision", "TipRoot", "TipSprite", "AnimationPlayer", "MountPoint", "BackMountPoint", "MeleeAttackArea", "MeleeAttackCollision", "ShadowSprite", "AnimatedSprite", "Collision") instance=ExtResource("1_10c2n")]
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collision_layer = 8
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collision_layer = 24
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script = ExtResource("2_6xwnt")
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HurtArea = NodePath("HurtArea")
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HurtCollision = NodePath("HurtArea/HurtCollision")
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@ -46,7 +46,7 @@ position = Vector2(0, -2)
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shape = SubResource("CircleShape2D_5pj80")
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[node name="HurtArea" type="Area2D" parent="."]
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collision_layer = 0
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collision_layer = 1024
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collision_mask = 0
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monitoring = false
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script = ExtResource("2_2eey0")
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@ -246,13 +246,13 @@ roulette={
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2d_physics/layer_2="bullet"
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2d_physics/layer_3="prop"
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2d_physics/layer_4="player"
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2d_physics/layer_5="enemy"
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2d_physics/layer_5="role"
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2d_physics/layer_6="affiliation"
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2d_physics/layer_7="onHand"
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2d_physics/layer_8="debris"
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2d_physics/layer_9="throwing"
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2d_physics/layer_10="obstacle"
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2d_physics/layer_11="npc"
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2d_physics/layer_11="hurtArea"
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2d_physics/layer_14="ui_mouse"
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[mono]
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@ -1,17 +1,19 @@
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using Godot;
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/// <summary>
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/// 可被子弹击中的区域
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/// </summary>
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[Tool]
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public partial class HurtArea : Area2D, IHurt
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{
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public delegate void HurtDelegate(ActivityObject target, int damage, float angle);
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/// <summary>
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/// 所属角色
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/// </summary>
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public Role Master { get; private set; }
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public event HurtDelegate OnHurtEvent;
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public ActivityObject ActivityObject { get; private set; }
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public void InitActivityObject(ActivityObject activityObject)
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public void InitRole(Role role)
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{
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ActivityObject = activityObject;
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Master = role;
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}
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public override void _Ready()
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@ -19,11 +21,23 @@ public partial class HurtArea : Area2D, IHurt
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Monitoring = false;
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}
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public bool CanHurt(ActivityObject target)
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{
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//无敌状态
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if (Master.Invincible)
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{
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return true;
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}
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if (target is Role role)
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{
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return Master.IsEnemy(role);
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}
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return true;
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}
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public void Hurt(ActivityObject target, int damage, float angle)
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{
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if (OnHurtEvent != null)
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{
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OnHurtEvent(target, damage, angle);
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}
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Master.CallDeferred(nameof(Master.HurtHandler), target, damage, angle);
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}
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}
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@ -3,6 +3,12 @@ using Godot;
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public interface IHurt
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{
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/// <summary>
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/// 返回是否可以造成伤害
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/// </summary>
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/// <param name="target">触发伤害的对象, 为 null 表示不存在对象或者对象已经被销毁</param>
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bool CanHurt(ActivityObject target);
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/// <summary>
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/// 受到伤害
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/// </summary>
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@ -21,7 +21,7 @@ public static class NodeExtend
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if (hurt is HurtArea hurtArea)
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{
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return hurtArea.ActivityObject;
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return hurtArea.Master;
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}
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return null;
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@ -64,7 +64,7 @@ public partial class AffiliationArea : Area2D, IDestroy
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Monitoring = true;
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Monitorable = false;
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CollisionLayer = PhysicsLayer.None;
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CollisionMask = PhysicsLayer.Prop | PhysicsLayer.Player | PhysicsLayer.Enemy | PhysicsLayer.Debris | PhysicsLayer.Throwing;
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CollisionMask = PhysicsLayer.Prop | PhysicsLayer.Role | PhysicsLayer.Debris | PhysicsLayer.Throwing | PhysicsLayer.Obstacle;
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BodyEntered += OnBodyEntered;
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BodyExited += OnBodyExited;
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@ -317,7 +317,7 @@ public class RoomPreinstall : IDestroy
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foreach (var preloadData in _readyList)
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{
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//有敌人
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if (!hasEnemy && preloadData.ActivityObject.CollisionWithMask(PhysicsLayer.Enemy))
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if (!hasEnemy && preloadData.ActivityObject is Role role && role.IsEnemyWithPlayer())
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{
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hasEnemy = true;
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}
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@ -332,7 +332,7 @@ public class RoomPreinstall : IDestroy
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if (!hasEnemy)
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{
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hasEnemy = RoomInfo.AffiliationArea.ExistIncludeItem(
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activityObject => activityObject.CollisionWithMask(PhysicsLayer.Enemy)
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activityObject => activityObject is Role role && role.IsEnemyWithPlayer()
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);
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}
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@ -474,7 +474,7 @@ public class RoomInfo : IDestroy
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//房间内有敌人, 或者会刷新敌人才会关门
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var hasEnemy = false;
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if (AffiliationArea.ExistEnterItem(activityObject => activityObject.CollisionWithMask(PhysicsLayer.Enemy))) //先判断房间里面是否有敌人
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if (AffiliationArea.ExistEnterItem(activityObject => activityObject is Role role && role.IsEnemyWithPlayer())) //先判断房间里面是否有敌人
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{
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hasEnemy = true;
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}
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@ -164,7 +164,11 @@ public partial class Explode : Area2D, IPoolItem
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if (len <= _hitRadius) //在伤害半径内
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{
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hurt.Hurt(BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole, _harm, angle);
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var target = BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole;
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if (hurt.CanHurt(target))
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{
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hurt.Hurt(target, _harm, angle);
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}
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}
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if (len <= _repelledRadius) //击退半径内
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@ -224,7 +224,11 @@ public partial class Laser : Area2D, IBullet
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}
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//造成伤害
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hurt.Hurt(BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole, BulletData.Harm, Rotation);
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var target = BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole;
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if (hurt.CanHurt(target))
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{
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hurt.Hurt(target, BulletData.Harm, Rotation);
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}
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}
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public long StartCoroutine(IEnumerator able)
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@ -204,7 +204,11 @@ public partial class Bullet : ActivityObject, IBullet
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}
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//造成伤害
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hurt.Hurt(BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole, BulletData.Harm, Rotation);
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var target = BulletData.TriggerRole.IsDestroyed ? null : BulletData.TriggerRole;
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if (hurt.CanHurt(target))
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{
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hurt.Hurt(target, BulletData.Harm, Rotation);
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}
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//穿透次数
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CurrentPenetration++;
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@ -7,6 +7,11 @@ using Godot;
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[Tool]
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public partial class ObstacleObject : ActivityObject, IHurt
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{
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public virtual bool CanHurt(ActivityObject target)
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{
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return true;
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}
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public virtual void Hurt(ActivityObject target, int damage, float angle)
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{
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}
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@ -1,10 +1,28 @@
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public enum CampEnum
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{
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// 阵营1, 玩家
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/// <summary>
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/// 无阵营, 所有角色都视为敌人
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/// </summary>
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None,
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/// <summary>
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/// 和平阵营, 不会被攻击
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/// </summary>
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Peace,
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/// <summary>
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/// 阵营1, 玩家
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/// </summary>
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Camp1,
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// 阵营2, 敌人
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/// <summary>
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/// 阵营2, 敌人
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/// </summary>
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Camp2,
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// 阵营3, 中立单位
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Camp3
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/// <summary>
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/// 阵营3, 敌人2
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/// </summary>
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Camp3,
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/// <summary>
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/// 阵营4, 敌人3
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/// </summary>
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Camp4,
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}
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@ -10,6 +10,11 @@ using Godot;
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/// </summary>
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public abstract partial class Role : ActivityObject
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{
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/// <summary>
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/// 攻击目标的碰撞器所属层级, 数据源自于: <see cref="PhysicsLayer"/>
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/// </summary>
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public const uint AttackLayer = PhysicsLayer.Wall | PhysicsLayer.Obstacle | PhysicsLayer.HurtArea;
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/// <summary>
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/// 当前角色对其他角色造成伤害时对回调
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/// 参数1为目标角色
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/// </summary>
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public RoleState RoleState { get; private set; }
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/// <summary>
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/// 默认攻击对象层级
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/// </summary>
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public const uint DefaultAttackLayer = PhysicsLayer.Player | PhysicsLayer.Enemy | PhysicsLayer.Obstacle;
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/// <summary>
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/// 伤害区域
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/// </summary>
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/// <summary>
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/// 所属阵营
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/// </summary>
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public CampEnum Camp;
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/// <summary>
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/// 攻击目标的碰撞器所属层级, 数据源自于: <see cref="PhysicsLayer"/>
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/// </summary>
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public uint AttackLayer { get; set; } = PhysicsLayer.Wall | PhysicsLayer.Obstacle;
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/// <summary>
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/// 该角色敌对目标的碰撞器所属层级, 数据源自于: <see cref="PhysicsLayer"/>
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/// </summary>
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public uint EnemyLayer { get; set; } = PhysicsLayer.Enemy;
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public CampEnum Camp { get; set; }
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/// <summary>
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/// 携带的被动道具列表
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{
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if (value) //无敌状态
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{
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if (HurtArea != null)
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{
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HurtArea.CollisionLayer = _currentLayer;
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}
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_flashingInvincibleTimer = -1;
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_flashingInvincibleFlag = false;
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}
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else //正常状态
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{
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if (HurtArea != null)
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{
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HurtArea.CollisionLayer = _currentLayer;
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}
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SetBlendModulate(new Color(1, 1, 1, 1));
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}
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}
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private Vector2 _startScale;
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//当前可互动的物体
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private CheckInteractiveResult _currentResultData;
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private uint _currentLayer;
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//闪烁计时器
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private float _flashingInvincibleTimer = -1;
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//闪烁状态
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_startScale = Scale;
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HurtArea.InitActivityObject(this);
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HurtArea.CollisionLayer = CollisionLayer;
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HurtArea.CollisionMask = PhysicsLayer.None;
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_currentLayer = HurtArea.CollisionLayer;
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//CollisionLayer = PhysicsLayer.None;
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HurtArea.OnHurtEvent += (target, damage, angle) =>
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{
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CallDeferred(nameof(HurtHandler), target, damage, angle);
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};
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HurtArea.InitRole(this);
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Face = FaceDirection.Right;
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@ -857,7 +829,7 @@ public abstract partial class Role : ActivityObject
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/// <param name="target">触发伤害的对象, 为 null 表示不存在对象或者对象已经被销毁</param>
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/// <param name="damage">伤害的量</param>
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/// <param name="angle">伤害角度(弧度制)</param>
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protected virtual void HurtHandler(ActivityObject target, int damage, float angle)
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public virtual void HurtHandler(ActivityObject target, int damage, float angle)
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{
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//受伤闪烁, 无敌状态
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if (Invincible)
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return this == World.Player;
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}
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/// <summary>
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/// 返回指定角色是否是敌人
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/// </summary>
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public bool IsEnemy(Role other)
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{
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if (other.Camp == Camp || other.Camp == CampEnum.Peace || Camp == CampEnum.Peace)
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// 是否是玩家的敌人
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/// </summary>
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{
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return false;
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}
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return CollisionWithMask(World.Player.EnemyLayer);
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return IsEnemy(World.Player);
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}
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/// <summary>
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o.AddRepelForce(v2);
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}
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hurt.Hurt(this, damage, (pos - GlobalPosition).Angle());
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if (hurt.CanHurt(this))
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{
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hurt.Hurt(this, damage, (pos - GlobalPosition).Angle());
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}
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}
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protected override void OnDestroy()
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@ -63,9 +63,6 @@ public partial class Enemy : AiRole
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public override void OnInit()
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{
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base.OnInit();
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AttackLayer = PhysicsLayer.Obstacle | PhysicsLayer.Player;
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EnemyLayer = PhysicsLayer.Player;
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Camp = CampEnum.Camp2;
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RoleState.MoveSpeed = 20;
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@ -37,8 +37,6 @@ public partial class Player : Role
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IsAi = false;
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StateController = AddComponent<StateController<Player, PlayerStateEnum>>();
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AttackLayer = PhysicsLayer.Obstacle | PhysicsLayer.Enemy;
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EnemyLayer = EnemyLayer = PhysicsLayer.Enemy;
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Camp = CampEnum.Camp1;
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MaxHp = 6;
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}
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else if (Input.IsKeyPressed(Key.O)) //测试用, 消灭房间内所有敌人
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{
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var enemyList = AffiliationArea.FindIncludeItems(o => o.CollisionWithMask(PhysicsLayer.Enemy));
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var enemyList = AffiliationArea.FindIncludeItems(o => o is Role role && role.IsEnemyWithPlayer());
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foreach (var enemy in enemyList)
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{
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((Enemy)enemy).HurtArea.Hurt(this, 1000, 0);
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var hurt = ((Enemy)enemy).HurtArea;
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if (hurt.CanHurt(this))
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{
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hurt.Hurt(this, 1000, 0);
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}
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}
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}
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// //测试用
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@ -28,9 +28,9 @@ public abstract partial class Weapon : ActivityObject, IPackageItem<Role>
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private ExcelConfig.WeaponBase _aiWeaponAttribute;
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/// <summary>
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/// 武器攻击的目标阵营
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/// 攻击目标层级
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/// </summary>
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public CampEnum TargetCamp { get; set; }
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public uint AttackLayer => Role.AttackLayer;
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public Role Master { get; set; }
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@ -149,11 +149,6 @@ public abstract partial class Weapon : ActivityObject, IPackageItem<Role>
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/// </summary>
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public Role TriggerRole { get; private set; }
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/// <summary>
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/// 上一次触发改武器开火的触发开火攻击的层级, 数据源自于: <see cref="PhysicsLayer"/>
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/// </summary>
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public long TriggerRoleAttackLayer { get; private set; }
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/// <summary>
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/// 武器当前射速
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/// </summary>
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@ -850,13 +845,11 @@ public abstract partial class Weapon : ActivityObject, IPackageItem<Role>
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if (triggerRole != null)
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{
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TriggerRole = triggerRole;
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TriggerRoleAttackLayer = triggerRole.AttackLayer;
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SetCurrentWeaponAttribute(triggerRole.IsAi ? _aiWeaponAttribute : _playerWeaponAttribute);
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}
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else if (Master != null)
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{
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TriggerRole = Master;
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TriggerRoleAttackLayer = Master.AttackLayer;
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SetCurrentWeaponAttribute(Master.IsAi ? _aiWeaponAttribute : _playerWeaponAttribute);
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}
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@ -1275,19 +1268,6 @@ public abstract partial class Weapon : ActivityObject, IPackageItem<Role>
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return AiUseAttribute;
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}
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/// <summary>
|
||||
/// 获取武器攻击的目标层级
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public uint GetAttackLayer()
|
||||
{
|
||||
if (TriggerRoleAttackLayer > 0)
|
||||
{
|
||||
return (uint)TriggerRoleAttackLayer;
|
||||
}
|
||||
return Master != null ? Master.AttackLayer : Role.DefaultAttackLayer;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 返回弹药是否到达上限
|
||||
/// </summary>
|
||||
|
|
|
@ -75,7 +75,7 @@ public partial class Knife : Weapon
|
|||
{
|
||||
Debug.Log("近战武器攻击! 蓄力时长: " + GetTriggerChargeTime() + ", 扳机按下时长: " + GetTriggerDownTime());
|
||||
//更新碰撞层级
|
||||
_hitArea.CollisionMask = GetAttackLayer() | PhysicsLayer.Bullet;
|
||||
_hitArea.CollisionMask = AttackLayer | PhysicsLayer.Bullet;
|
||||
//启用碰撞
|
||||
_hitArea.Monitoring = true;
|
||||
_attackIndex = 0;
|
||||
|
@ -143,7 +143,6 @@ public partial class Knife : Weapon
|
|||
}
|
||||
bullet.MoveController.ScaleAllVelocity(scale);
|
||||
bullet.Rotation += Mathf.Pi;
|
||||
bullet.AttackLayer = TriggerRole.AttackLayer;
|
||||
bullet.RefreshBulletColor(false);
|
||||
}
|
||||
}
|
||||
|
@ -195,6 +194,9 @@ public partial class Knife : Weapon
|
|||
}
|
||||
|
||||
//造成伤害
|
||||
hurt.Hurt(TriggerRole, damage, (hurt.GetPosition() - globalPosition).Angle());
|
||||
if (hurt.CanHurt(TriggerRole))
|
||||
{
|
||||
hurt.Hurt(TriggerRole, damage, (hurt.GetPosition() - globalPosition).Angle());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -24,9 +24,9 @@ public class PhysicsLayer
|
|||
/// </summary>
|
||||
public const uint Player = 0b1000;
|
||||
/// <summary>
|
||||
/// 敌人
|
||||
/// 角色基类
|
||||
/// </summary>
|
||||
public const uint Enemy = 0b10000;
|
||||
public const uint Role = 0b10000;
|
||||
/// <summary>
|
||||
/// 归属区域判断层级
|
||||
/// </summary>
|
||||
|
@ -48,7 +48,7 @@ public class PhysicsLayer
|
|||
/// </summary>
|
||||
public const uint Obstacle = 0b1000000000;
|
||||
/// <summary>
|
||||
/// npc
|
||||
/// 可被子弹击中的区域
|
||||
/// </summary>
|
||||
public const uint Npc = 0b10000000000;
|
||||
public const uint HurtArea = 0b10000000000;
|
||||
}
|
|
@ -97,11 +97,11 @@ public static class FireManager
|
|||
{
|
||||
if (bullet.Type == 1) //实体子弹
|
||||
{
|
||||
return ShootSolidBullet(CreateSolidBulletData(weapon, fireRotation, bullet), weapon.GetAttackLayer());
|
||||
return ShootSolidBullet(CreateSolidBulletData(weapon, fireRotation, bullet), weapon.AttackLayer);
|
||||
}
|
||||
else if (bullet.Type == 2) //激光子弹
|
||||
{
|
||||
return ShootLaser(CreateLaserData(weapon, fireRotation, bullet), weapon.GetAttackLayer());
|
||||
return ShootLaser(CreateLaserData(weapon, fireRotation, bullet), weapon.AttackLayer);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -118,7 +118,7 @@ public static class FireManager
|
|||
{
|
||||
if (bullet.Type == 1) //实体子弹
|
||||
{
|
||||
return ShootSolidBullet(CreateSolidBulletData(trigger, fireRotation, bullet), trigger.AttackLayer);
|
||||
return ShootSolidBullet(CreateSolidBulletData(trigger, fireRotation, bullet), Role.AttackLayer);
|
||||
}
|
||||
|
||||
return null;
|
||||
|
|
|
@ -904,7 +904,7 @@ public partial class DungeonManager : Node2D
|
|||
{
|
||||
//房间内是否有存活的敌人
|
||||
var flag = ActiveAffiliationArea.ExistEnterItem(
|
||||
activityObject => activityObject.CollisionWithMask(PhysicsLayer.Enemy)
|
||||
activityObject => activityObject is Role role && role.IsEnemyWithPlayer()
|
||||
);
|
||||
//Debug.Log("当前房间存活数量: " + count);
|
||||
if (!flag)
|
||||
|
|
Loading…
Reference in New Issue
Block a user